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nd Morale Tests OTH 2 Edition Quick Morale tests are taken throughout the game and are listed in the relevant section of this QRS. Reference The major modifiers are listed below. Totally unofficial, has all the optional rules and Morale Test Modifiers is hopefully error free! Factor Modifier 0-2 - Sequence of Play Brigade Commander in Range 3 +1 Side A shoots (Control Factor) 4 +2 Side A command phase 5 +3 Side A changes brigade orders Support from own brigade within 6* +1 Enemy within 6 to flank -2 Side A moves Enemy within 6 to rear -4 Side A rallies Over-strength unit +1 Side B issues defensive fire Under-strength unit -1 Side A fights all close combats *Note that wav ering and routing units cannot support

Side B shoots Side B command phase Rallying Side B changes brigade orders Commanders may rally a number of units up to their Control Side B moves rating by passing a test for each FH they wish to remove. Side B rallies These units must be from their own command. If a Commander uses all his Control on 1 unit he must be moved Side A issues defensive fire into contact with that unit. Side B fights all close combats A unit that has not moved this turn and is more than 6 from the enemy (and not or Irregular) can remove one FH Command Phase automatically or 2 FH if they roll equal or under their current FS. A Militia or Irregular unit that has not moved this turn and is Make a morale test for each unit that has a more than 12 from the enemy can remove 1 FH if it can roll wavering or routed friendly unit within 6 equal or under its current FS. Units in combat contact with the enemy cannot be rallied. Move routing units 2 full move segments directly away from the nearest unit within combat contact range, or directly to it's rear, ending the move Rally Modifiers facing the direction in which it moved. The unit Factor Modifier makes full speed moves even when out of Commander in Range command. Routing units are broken by an enemy As per commander unit making a combat contact or when reaching the (Inspiration) table edge Support from own brigade within 6* +1 Check command status of brigades and units No enemy within 12 +1 *Note that wav ering and routing units cannot support Command Status

Division in Brigade in Unit in Effect command? command? command? Commanders

Yes Yes Yes - Death of Commanders Yes Yes No no mov e or rally Fatigue hits caused to unit D10 Roll to Kill Commander Yes No Yes ½ mov e One 1 Yes No No no mov e or rally Two 1, 2 No Yes Yes ½ mov e Three 1, 2, 3 No Yes No no mov e or rally Four or more 1, 2, 3, 4 No No Yes no mov e Only applies to Commanders in base contact with a unit No No No no mov e or rally

A n engaged unit that is out of command may mov e one mov e segment if it rolls equal Commanders inter-penetrated by the enemy are killed or captured or under its FS as modified below: unless they can join a unit within 12.

A ttack C olumn or A killed or captured Commander is replaced. Elite +1 Militia -1 +1 C olumn of C ompanies The new Commander's quality is based on a D10 roll: 1-2 – 8/3/0, 3-8 – 12/3/0, 9-10 – 12/4/+1 Out of Command units may move normally when a Division or Commander is attached Movement Engaged Units Unit Option Effects Movement Morale Tests Remain stationary An engaged unit can remain stationary Movement Morale Tests Effect of Failure Move directly towards the nearest enemy Formation change with 6” of enemy 1 FH Advance unit, ending the move facing the direction Leaving cover No move of travel. Attempt to move after firing No move Change formation by paying the Unit Movement appropriate cost. Change formation using the French system reduce the First Second Third Fourth cost of this by 50% Unit Type & Formation Move Move Move Move Segment Segment Segment Segment The unit can use 1 movement segment to Commanders 24 24* *may not rally units turn on the spot. Skirmishers may turn for Change facing free. Armies using the French system can March Column 6 6 6 6F change facing for ½ a move segment Attack Column 6 6 6F Column of Companies 6 6 6 Move at half speed to either flank, maintaining facing. Closed Column 6 Take ground Armies using the French system may make Line 6 6F this move at full speed. Open Order 6 6 6F Skirmish Order 6 6 6 Move at half speed directly away from the Square 4 No mov e if cav alry are within 12 Retire nearest enemy unit. Remain facing the enemy. March Column 12 12 12 12F Deep Formation 12 12 Formation Changes

Column of Companies 12 12 12 n e s

Infantry p Line 12 12F e i . . . O . . . n

e . . . r r Open Order 12 12 12F a e k d h a o p c e n

c u i s Formation Change r a h Skirmish Order 12 12 12 m L t q a o s t o l i S M A C

Movement C

Artillery m . r . i Segment Costs . Limbered Foot 6 6F k S Limbered Horse Artillery 12 12F Manhandled Artillery* 2 Not heav y artillery March Column 1 ½ 2 2 Full Terrain Effects Attack Column 1 ½ 1 1 1 ½ Type Allowed Formations Effects Column Of Companies ½ ½ ½ ½ Infantry and C av alry : 1FH per mov e Line / C olumn Skirmish or Open 2 1 ½ 1 Rough Ground Infantry and C av alry : No effect A nd Open Woods Skirmish/O pen Line 2 1 ½ 1 2 A rtillery 1FH per mov e Square Full 1 2

Infantry in Line 1FH per mov e Closed Column ½ Normal Woods Infantry and cav alry in open 1FH per mov e unless test

(artillery cannot n

order passed n i e s

enter) p

Cavalry e i . m O . n . r

.

Skirmishers No effect . a r . o e h f p o p n

c i e

Formation Change r y m h L e a s a o i

Infantry in Line 2 FH per mov e D M Movement C m . m

. r i . r Dense Woods s Segment Costs k t e i S

(artillery and cav alry Infantry in O pen O rder 1FH per mov e d n r cannot enter) u o

March Column 1 ½ 2 2 y h 1FH per mov e unless test r l

Skirmishers s i passed a v m a

Deep Formation 1 ½ 1 1 r i O nly infantry and cav alry may c

Obstacles k r cross obstacles, all units can 1FH to cross s a including streams l cross streams Column Of Companies ½ ½ 1 ½ u g e r r

A ll troop ty pes must cross v ia Skirmish or Open 2 1 1 1 i

Rivers 1FH to cross

bridge or ford y l n

Line 2 1 ½ 1 O Built up areas O nly infantry may enter a built 1FH to enter (except v ia combat and earthworks up area v ictory ) Artillery Limber or unlimber 1 A dd 2 to each mov e segment A ny , (march column and Road that is carried out completely on limbered artillery see right) Militia and irregular units take one full turn to change a road. formation. Militia units suffer a hit unless they roll equal or under their FS. If a unit mov es at half speed through the terrain no FH are suffered. Units that are more than 12 from the enemy and do not move Militia units suffer one more FH than normal units when mov ing in terrain and choose not to mov e at half speed. may declare they have Gone to Ground Weapon Type Canister Short Maximum Firing Light (3-4pdr) 6 9 36 Light Medium (6pdr) 6 12 48 Firing Morale Tests Medium (8-9pdr) 9 16 54 Circumstance Effect of Failure Heavy (12pdr) 12 20 60 Column formations Howitzer as weight (above) Prevent firing at a viable target change to Line, 1FH, (O pen O rder and Skirmish formations suffer a -1 penalty ) Mortar - - 24 fire regardless. Friendly artillery firing overhead 1 FH Artillery Fire Modifiers Roll of a 10 when rolling to hit 1 FH Firing round shot at short range +2 Militia firing for the first time Retire 1 full move Firing canister +4 Firing at any column, square or limbered artillery +4 Firing at flank (not mortars, not howitzers unless canister) +6 Firing – Small Arms Firing at rear (not mortars, not howitzers unless canister) +4 Weapon Type Short Maximum Firing as part of a Grand Battery +1 Bows / Obsolete 3 6 Target in cover/behind obstacle, obscured -2 Smooth-bore Carbines 4 8 Target is in Open Ordered or unlimbered artillery -1 Muskets and Rifled Carbines 6 12 Target beyond short range -1 Rifled Muskets 6 18 Target is in Skirmish formation or gone to ground -2 Light Battalion guns 6 (C anister) 24 First shot at any new target -1 Wheeled before firing -1 Firing Fatigue Score Artillery at target in BUA: Wooden -2 Line 100% Wood and Brick -3 Attack Column 50% Substantial Brick or Stone -4 Column of Companies 25% Fortified -10 Open Order and Skirmish 100% Light fieldworks -2 Closed Column 25% Heavy fieldworks -4 Square FS divided by 4 per face Artillery Penetration BUA max FS3 per face Light 12 up to maximum range armed skirmish screen (over 12) 25% Light Medium 18 up to maximum range March Column May not fire Medium 24 up to maximum range Cavalry May not fire Heavy 36 up to maximum range Firing Score is modified by % of the unit that can draw line of sight Artillery may fire overhead from higher ground if: Infantry Fire Modifiers The target is over short range Firer has good shot rule +1 Friendly units being fired over are not within 6 of the battery or target unit Initial volley at short range +2 Firing f rom a lower lev el to a higher lev el with no f riendly unit on an interv ening lev el Rifled small arms +1 Mortars and Howitzers may f ire ov er f riendly units on the same lev el to the same lev el or higher Small arms at any column, square or limbered artillery +2 Small arms at short range +1 Shooting at flank or rear of target +4 Modified 1 2 3 Firing Fatigue Fatigue Fatigue Fatigue Skirmish advantage (not v BUA or Artillery)* +1 Score Hit Hits Hits A or B class skirmishers +1 Firer in Skirmish formation +1 10 10, 9, 8, 7, 6 5, 4, 3 2, 1 Firer in Open Order -1 9 9, 8, 7, 6, 5 4, 3, 2 1 Firer has poor shot rule -1 8 8, 7, 6, 5 4, 3, 2 1 Small arms over short range -1 Target obscured -1 7 7, 6, 5, 4 3, 2 1 Target in cover or behind obstacle -2 6 6, 5, 4 3, 2, 1 - Target is Cuirassiers over 6 -1 Target is in Open Order -1 5 5, 4, 3 2, 1 - Target is in Skirmish formation or gone to ground -3 4 or less 4, 3, 2, 1 - - Ragged volley (defensive fire) -2 Only 1 FH can be scored by a unit firing over short range Small arms at target in BUA: Wooden -1 Artillery firing over short range can achieve 2FH Wood and Brick -4 Canister fire automatically causes 1 FH before rolling to hit Substantial Brick or Stone -6 An artillery battery will run out of ammo on a natural 10 Heavy Fieldworks -8 Units that take 3 FH in one shooting phase will be Driven Back, Fortified -10 moving directly back 1 movement segment (at half speed if *Cavalry count as having C Class Skirmish Screen engaged) Combat Contact Morale Tests Circumstance Effect of Failure Combat Attempt to move to combat contact* No move Attempt to deliver defensive fire Ragged volley Infantry Combat Militia make 1 move to rear and do not fire fail by 1: 1FH or move to rear Infantry Combat Fatigue Score Firing unit caused no hits from 2FH or 2 moves to Line 100% defensive fire fail by 2: rear Attack Column 100% Prevent a victorious unit follow up** Must follow up Column of Companies 25% Open Order and Skirmish 25% * Additional modifiers March Column Classed as 1 Enemy unit is wav ering or routed +3 Square 100% Wishing to contact enemy flank or rear +2 BUA max FS3 per face Regular unit wishing to contact Militia +2 Infantry in C olumn formation and in contact with infantry or artillery must reform to Irregular/Militia unit wishing to contact Regular -3 line at the end of any combat round they do not win. If unable, they are marked with C av alry wishing to contact infantry without secure flanks -3 a FH. ** Impetuous units ALWAYS follow up if possible Infantry Combat Modifiers Combat Contact Reactions Attacker Option Available to Effects Initiating combat contact +1 Stand Any unit The unit remains in place Attack Column moving in to combat contact +2 Attacking flank/rear +4/+6 The unit fires on the attacker at close range. Unlimbered artillery Unit from the same brigade within 6 may Attacking a unit that has evaded this turn +3 Infantry in Line, Stand and Deliver also fire. If 3 FH are caused the attackers Open Order or are driven back. Units that fire may not fire Attacking light fieldworks, linear obstacle or woods -2 Skirmish in their next turn. Attacking heavy fieldworks -5 Attacking a BUA Wooden -2 Unless artillery crew, move the unit D10 +1 Cavalry attacker by Infantry movement segment directly away from the Irregular units Wood and brick -4 attacker and suffer 1FH. The unit remains Evade Units in Skirmish/Open Order facing the attacker. Substantial brick or stone -6 Artillery with a friendly square Artillery crew abandon their guns and if within 12 Fortified -8 caught are destroyed.

Any Cavalry unit that has not Cavalry Opportunity The Cavalry unit moves into contact with Defender moved in its movement phase and Move to Combat the enemy unit, interrupting the enemy has enemy move within 12 of its Contacted in flank/rear -2/-4 Contact movement phase. front aspect Defending light fieldworks, linear obstacle or +2 The unit meets the attacker at the midway woods Cavalry or Infantry Any Infantry or Cavalry unit about point between units. If cavalry counters Counter to be contacted to its front infantry, the infantry are not moved and Defending heavy fieldworks +5 suffer 2FH. Defending a BUA Wooden +2

Any cavalry unit or infantry unit in Wood and brick +4 Column that are about to be Substantial brick or stone +6 Emergency contacted to the flank A unit that rolls equal to or under FS can Turn to Face Or turn on the spot to meet the enemy Fortified +8 Any cavalry or infantry unit about to be contacted to the rear Unit has evaded this turn -4

A unit that rolls equal to or under its FS can Other – General be formed in to emergency square. Combat in woods (skirmisher or open order) -1 Emergency Square Any infantry unit not in Square Cavalry do not have to contact an Combat in woods -3 Emergency Square, they will move half a move towards the Square and cannot then Combat in dense woods -4 move further Won last round +2 Any infantry unit in A unit that rolls equal to or under its FS can Emergency Redeploy Holds a higher elevation +1 Square about to be contacted by be formed in to an Attack Column or Column From Square infantry of Companies Attached commander bonus As inspiration Impetuous unit charging +1 All Emergency Formations Emergency Square Only (including Emergency Square) Support units +1/+2

Under- Over- Elite +1 Militia -1 -1 +1 strength strength Other – Formations

Enemy will Infantry in Column of Companies, Open Order or Enemy will take 2 Attack Column of - / -3 take 1 move -2 -1 +1 +1 Skirmish vs infantry in square or closed column moves to Column Companies to contact contact Infantry Line or Attack Column vs infantry in +3 / -3 Square or Closed Column Infantry Line or Attack Column vs infantry in Open Modified 1 2 3 +1 / -1 Combat Fatigue Fatigue Fatigue Order Score Hit Hits Hits Infantry Line or Attack Column vs infantry in +2 / -2 Skirmish 10 10, 9, 8, 7, 6 5, 4, 3 2, 1 Emergency Square/Closed Column vs Cavalry +3 9 9, 8, 7, 6, 5 4, 3, 2 1

8 8, 7, 6, 5 4, 3, 2 1 Infantry has secure flanks vs Cavalry +3 7 7, 6, 5, 4 3, 2 1 Infantry not in square and do not have secure -6 6 6, 5, 4 3, 2, 1 - flanks vs Cavalry 5 5, 4, 3 2, 1 - 4 or less 4, 3, 2, 1 - - Combat Results Cavalry Combat Infantry vs Infantry

Cavalry Combat Fatigue Score C arry on if further combat rounds remain. If neither side receiv ed a Draw Line 100% fatigue hit, mark all units with one fatigue hit Column of Companies 25% C arry on if further combat rounds remain. The winning side receiv es the Deep Formation 50% first round then 100% Lose by 1 +2 combat modifier and may turn to face the enemy unit Skirmish 50% March Column Classed as 1 Loser retreats one mov e segment directly away from the enemy unit. This will be at half speed and the unit will turn to face the enemy if Lose by 2+ Cavalry Combat Modifiers attacked on the flank. Units attacked in the rear will mov e away at full speed. Attacker Cavalry vs Cavalry charging or counter charging +3* C arry on if further combat rounds remain. If neither side receiv ed a charging or counter charging +4* Draw fatigue hit, mark all units with one fatigue hit Cuirassiers charging or counter charging +5*

Contacted enemy flank/rear +4/+6 C arry on if further combat rounds remain. The winning side receiv es the Lose by 1 Contacted enemy cavalry that has evaded +3 +2 combat modifier and may turn to face the enemy unit

Defender Loser retreats one mov e segment directly away from the enemy unit. This will be at half speed and the unit will turn to face the enemy if Contacted to flank/rear -2/-4 Lose by 2+ attacked on the flank. Units attacked in the rear will mov e away at full Unit has evaded this turn -4 speed.

Other – General Cavalry vs Infantry not in Square Lancer (first round) +1 C arry on if further combat rounds remain. If neither side receiv ed a Draw Deep formation in second round of combat +2 fatigue hit, mark all units with one fatigue hit Won last round +2 C arry on if further combat rounds remain. The winning side receiv es the Unit holds higher elevation +1 Lose by 1 +2 combat modifier and may turn to face the enemy unit Attached Commander's bonus As inspiration

Regulars attacking Militia or Irregulars +1 C av alry lose Loser retreats one mov e segment directly away from the enemy unit Combat in woods (skirmisher or open order) -1 by 2+ Combat in woods -3 Infantry lose Loser broken and destroy ed Combat in dense woods -4 by 2+ Impetuous unit charging +1 Cavalry vs Infantry in Emergency Square Support units +1/+2 C av alry Other – Formations Draw/Win Without C avalry retreat 1 full mov e segment directly away from the Square Cavalry in Line/Deep Formation vs Cavalry in Open +2/-1 Breaking Order Enemy Cavalry in Line/Deep Formation vs Cavalry in +4/-2 C av alry Lose C avalry retreat 1 full mov e segment directly away from the Square Skirmish by 1 or 2 Cavalry vs Infantry not in square and no secure +6 flanks C av alry hav e to force an infantry unit in Emergency Square to FS 0 and therefore break the infantry unit to count as v ictorious. There is a maximum of 1 round of combat, not 3. Cavalry vs Infantry with secure flanks -2 Infantry or Cavalry vs Artillery Cavalry vs Skirmish unit in Emergency Square -3 C arry on if further combat rounds remain. If neither side receiv ed a Draw fatigue hit, mark all units with one fatigue hit A rtillery Lose Cavalry vs Emergency Square/Closed Column -5 A rtillery broken and destroy ed by 1+ *No charge bonus vs Square, Emergency Square, Closed Column, BUA, A rtillery wins C arry on if further combat rounds remain. The winning side receiv es the earthw orks or obstacle by 1 +2 combat modifier

A rtillery wins Loser retreats one mov e segment directly away from the enemy unit Artillery Combat by 2+ Cavalry Combat Fatigue Score Unlimbered Artillery 100% Winning Unit Options Limbered Artillery Classed as 1 Option Effects Do nothing the unit remains where it is Artillery Combat Modifiers Artillery in close combat -4 may move to maintain combat contact if able. Follow Up Combat rounds are continued, counting the +2 Contacted in flank/rear -2/-4 winning bonus Defending light fieldworks, linear obstacle or +2 woods Rally Remove 1 FH from the winning unit Defending BUA or heavy fieldworks +4 Change Formation change formation for free

Unit has evaded this turn -4 Change Facing change the direction the unit is facing Holds a higher elevation +1 Fall Back move one move segment to rear at half speed Attached commander bonus Varies Support units +1/+2 Move 1 movement segment to contact any enemy unit. Once per turn this may be a combat contact Won the last round of combat +2 Advance move. Impetuous units must follow up a defeated enemy if able to do so.